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[4YA] WWII - Project Overlord - historically accurate DCS 1944 server


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Posted

In reality is about game play, if you just want to dogfight over P trap, without MW50 you are at a disadvantage big time, because of the massive low alt dogfights, if you want to fly tactically with a wingman, doing escorts, attacking bombers, patrol other areas, follow the plan and objectives, then not having MW50 is fine, I think PO was made for that kind of game play, which is great, the  problem is most people don't care about mission objectives and go to P trap for a dogfight. 

If the people in charge of PO somehow can make for the players to commit to the mission objectives , it would make for a much better game play and MW50 argument would not be a thing, there should be a way to make this happen, I know registering for an objective has helped, maybe this could be enforced before taking off?

Posted (edited)

Thank you for that @Skewgear.
 

 ‘Contemptible’ - I think that says it all. 
 

And I’m sorry I appear to have upset you. I think I might have touched a nerve and that wasn’t my intention.

 

keep up the good work.

Edited by Willoughby888
Posted
18 hours ago, Skewgear said:

If you want a neutral merge dogfight server where everything is perfectly balanced so unskilled players can score easy kills, Project Overlord is not the multiplayer environment for you.

We focus on historical milsim. That's what on the website and in the briefing of every mission we run. It's not designed to be easy, or even to have all the weapons and options available for each aircraft. That's what "historical" means.

Feel free to join one of the many other DCS multiplayer servers if you find that flying solo on a server designed around collective group play within a specific and clearly advertised scenario is too difficult.

If you have a bit of patience, join our Discord server (link on the website homepage) and ask if anyone's looking for a wingman, or join one of the squadron groups who fly together on our server. There's a significant number who take pride in flying the Fw190A (which, by the way, doesn't have MW50 as an option in DCS) to consistently lethal effect as pairs or teams.

Not to be that guy, and I don't disagree with anything else you've said, but a balanced neutral merge is the absolute worst scenario for unskilled players to score easy kills. Easy kills are scored by ambush, or joining a fight as the third party, etc.

Posted
On 4/28/2024 at 12:44 PM, Willoughby888 said:

 

 
Screenshot 2024-04-27 at 12.19.46.png
 

From where did you get the data to produce this chart? 

  • Thanks 1

I5 12600KF - 32 GB DDR4 - Nvidia RTX 4060 - SSD + NVME

Nadie es un completo inutil, por lo menos sirve de mal ejemplo.

 

  • 1 month later...
Posted
vor 18 Stunden schrieb Roozter:

Are custom kneeboard maps allowed on the server? Or is everyone using the default one ?

You can use custom kneeboards. It just won't be a dynamic map that's linked to your home base, like the default map. 

Posted (edited)

I can't figure out if this is some kind of bug or a problem with the Internet.. I experience strange lags every time I'm on the overlord server. Every time I see an enemy aircraft (109 or 190) close enough (say up to 500 - 700 m) I see some very unpleasant lags. The enemy aircraft "jumps" every 3-5 seconds.. For example, I see him right in front of me and after a moment it teleports to the side and turns out to be 10 or 20 meters from his previous location. The strangest thing: I don’t see any significant delay on my side, speed test: ping (idle latency) 1, sometimes it can be 2-3, in DCS the ping to the server was 58, the framerate was stable at 120. And this: I always see this problem on the overlord server, but only on this server . On all other servers in DCS, I have never seen such lags, even on servers with a ping of 200 or more. In addition, I don’t experience such problems on any other 4 ya servers, including the 4ya training ww2 server.. Likewise, in another combat sim, I don’t see any lags when connecting to any American or European servers. I have no obvious problems with computer performance.. It seems to me that I began to notice this problem a few updates after the introduction of multithreading. But now this problem exists in both MT and ST.    Any guesses why this could be?

P.S. I did repare and don't have any mods currently 

Edited by Red_Dragon

 

MiG_19.pngimage.pngYak 3 45.png

  • 4 weeks later...
Posted (edited)

Yes.  Note that YMMV depending on weather and aircraft loadings.  This is to give you a rough idea, not a precise measurement.  Don't expect just because on the graph your aircraft is 3mph faster, means you can escape.

Edited by Magic Zach

Hardware: T-50 Mongoose, VKB STECS, Saitek 3 Throttle Quadrant, Homemade 32-function Leo Bodnar Button Box, MFG Crosswind Pedals Oculus Rift S

System Specs: MSI MPG X570 GAMING PLUS, RTX 4090, Ryzen 7 7800X3D, 32GB DDR5-3600, Samsung 990 PRO

Modules: AH-64D, Ka-50, Mi-8MTV2, F-16C, F-15E, F/A-18C, F-14B, F-5E, P-51D, Spitfire Mk LF Mk. IXc, Bf-109K-4, Fw-190A-8

Maps: Normandy, Nevada, Persian Gulf, Syria, Germany

 

Posted
On 7/11/2024 at 5:24 PM, Magic Zach said:

Yes.  Note that YMMV depending on weather and aircraft loadings.  This is to give you a rough idea, not a precise measurement.  Don't expect just because on the graph your aircraft is 3mph faster, means you can escape.

 

Did you exported the data from the simulator? Or from available documentation? 
if it is the first, was it from empirical tests? Or from other sources?

I5 12600KF - 32 GB DDR4 - Nvidia RTX 4060 - SSD + NVME

Nadie es un completo inutil, por lo menos sirve de mal ejemplo.

 

Posted
On 7/13/2024 at 2:28 AM, vgilsoler said:

Did you exported the data from the simulator? Or from available documentation? 
if it is the first, was it from empirical tests? Or from other sources?

Over a number of hours.  Standard weather, 29.92inHg @ 15C.  Using airspawns of all aircraft, at 2000ft altitude intervals, from sea level to 32,000ft.  All aircraft had typical combat loadings unless specified otherwise.  Speed data was taken via F2 Camera for true speed.  Each measurement was preceded by spawning into the aircraft at near-expected speed, and then flown at full (or specified) power for 3-5min keeping the aircraft as perfectly trimmed and level as possible, whilst also using the fast forward function when I could.  Fuel load was consistent for all altitudes, as they all used specific airspawns for each altitude interval.

Hardware: T-50 Mongoose, VKB STECS, Saitek 3 Throttle Quadrant, Homemade 32-function Leo Bodnar Button Box, MFG Crosswind Pedals Oculus Rift S

System Specs: MSI MPG X570 GAMING PLUS, RTX 4090, Ryzen 7 7800X3D, 32GB DDR5-3600, Samsung 990 PRO

Modules: AH-64D, Ka-50, Mi-8MTV2, F-16C, F-15E, F/A-18C, F-14B, F-5E, P-51D, Spitfire Mk LF Mk. IXc, Bf-109K-4, Fw-190A-8

Maps: Normandy, Nevada, Persian Gulf, Syria, Germany

 

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